stressing voxelotl to its limits: 155 million vertices,
-
stressing voxelotl to its limits: 155 million vertices,
-
Ariadne Conill 🐰:therian:replied to Alex Zenla last edited by
@alex metal is an amazing graphics API, even back in the intel days i doubled the framerate of an open source SL client by writing a metal backend (otherwise it used OpenGLES).
-
Alex Zenlareplied to Ariadne Conill 🐰:therian: last edited by
@ariadne metal is so simple and appears to be incredibly performant
-
Ariadne Conill 🐰:therian:replied to Alex Zenla last edited by
@alex it used to be more involved (though not nearly as much as vulkan) but they have streamlined the API a lot, i think the big win for second life was that you had more control over the render loop so you could accommodate for very bursty geometry loads in an asynchronous way which would otherwise force synchronization on OpenGL ES
-
Ariadne Conill 🐰:therian:replied to Ariadne Conill 🐰:therian: last edited by
@alex like a lot of the reason OpenGL performance tanks is because a lot of operations in OpenGL force synchronization between the rendering code and the display server, so the GPU sits there stalled out
-
Ariadne Conill 🐰:therian:replied to Ariadne Conill 🐰:therian: last edited by
@alex (this is also why Wayland exists to replace X. audacious used to lock up window managers that did not properly implement ICCCM, because X is synchronous to such an extent that any misbehaving application can effectively lock up the X server )